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How to play Super Ludo

Learn the rules to the board game Super Ludo quickly and concisely - This video has no distractions, just the rules.

Don't own the game? Buy it here:
buy.triplesgames.com/giiker

boardgamegeek.com/boardgame/433743/super-ludo

RULES:
The object of the game is to be the first player to get all your ships to your finish zone. Remove your 3 crafts from storage and place them in your base. Press and hold the crystal ball to turn on the game. Press any player’s finish zone button to change the game mode from free for all to 2 vs 2 team mode. In team mode, red and yellow are on a team against blue and green. The first team to get one of all their players’ crafts to the finish wins.

Pick a player to go first then play proceeds clockwise. On your turn, press the crystal ball to roll the die, then move 1 of your crafts clockwise around the board track, which is called the starlight orbit, by the number of spaces rolled. Crafts in your base must first move to your starting zone, from a rolled 5 or 6, before they can move around the orbit. If you can’t move, then your turn is skipped. If you roll a 6, you get to take another turn. If you land on a space already occupied by your own craft, then stack it on top, creating a blockade. Your opponent’s crafts may not pass your blockade, but instead move up towards it, counting the blockage as a space, before turning around and continuing the rest of their move in the opposite direction.

If you land on a space occupied by an opponent’s craft, then knock that craft back to their base and take their spot. If you land on an opponent’s blockade, then knock all their crafts back to their base. If your craft is on a space that matches its color, you can jump move that craft to the next spot of the same color, skipping any blockade in the way. If you land on a fast line space of your matching color, then move your craft to the other side, knocking any opponents’ craft in the way back to their base, including blockades. You can also jump move to a fast line spot and use it.

There are 6 universal events that the crystal ball can show. Times 1 means you get to take another turn. Exchange means you may swap the position of one of your crafts in orbit with any other or move by the number rolled. Teleport means you can either move your craft to the lit-up space or by the number rolled. Wormhole means that while the spaces are lit-up yellow, usually lasting several rounds, any craft that is already on a yellow lit-up space at the beginning of their turn can instantly move to another yellow lit-up space. After using Exchange, Teleport, or Wormhole the player’s turn ends immediately. A swirl means that all crafts on purple lit-up spaces may not move. Meteorite means that all crafts on the red lit-up spaces are bumped back to their bases, then you roll again.

When your craft makes it around the board and reaches your finish zone entrance, it continues up into your finish zone until a craft reaches the final spot, short press the finish zone button one time to indicate one of your craft has reached the goal, then remove the piece from the board. You must reach the final finish spot by exact count in order to press it, so if you have extra moves, you reverse direction. You may not enter a finish zone of another color. The first player to get all 3 of their crafts to their finish zone wins and a victory animation appears!

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